Author Topic: Curvature node on Fuzz  (Read 146 times)

0 Members and 1 Guest are viewing this topic.

Offline Kico

Curvature node on Fuzz
« on: April 07, 2021, 09:18:00 pm »
Hi folks ,

I've been using curvature node since I couldn't remember and it always got the masking job done perfectly.
But this time I couldn't get it work on Fuzz !

The idea is to have the fuzz only on the fillet surface ( please see screenshots below ). I've struggled to find the logic this for a few days now , so really appreciate if anyone could shed some lights for me .

Online INNEO_MWo

  • Hero Member
  • *****
  • Posts: 1160
  • Total likes: 46
  • Senior Technical Consultant @ INNEO (Germany)
    • german KeyShot page from INNEO Solutions
Re: Curvature node on Fuzz
« Reply #1 on: April 08, 2021, 10:53:21 am »
If your goal should look like this, then you have to split the surfaces on a duplicated object.
I couldn't get it work with nodes in any way (and I checked a lot!)

Offline TGS808

Re: Curvature node on Fuzz
« Reply #2 on: April 08, 2021, 12:47:40 pm »
I tried also, Marco. Tried Curvature and Contour. No dice on either. The split surface seems the best option to get the look.

Offline Kico

Re: Curvature node on Fuzz
« Reply #3 on: April 08, 2021, 05:40:15 pm »
Thank you gents , for taking time to look into this , appreciate !

I had to go with splitting surfaces too on my project ... it's a good workaround !
Hope KeyShot could solve this soon , cos splitting on a footwear project is not fun sometimes :D


Online INNEO_MWo

  • Hero Member
  • *****
  • Posts: 1160
  • Total likes: 46
  • Senior Technical Consultant @ INNEO (Germany)
    • german KeyShot page from INNEO Solutions
Re: Curvature node on Fuzz
« Reply #4 on: April 08, 2021, 09:46:15 pm »
I tried also, Marco. Tried Curvature and Contour. No dice on either. The split surface seems the best option to get the look.
Contour can’t work in this case, cause it respects the camera position. So the size of the edges depends on camera orientation and surrounding parts. But you need a clipped area located in fixed positions.

Even combinations with adjustment nodes or occlusion (inside) doesn’t work in this case. It seems that nodes that are effected by outer conditions like camera position, topology, near parts, etc won’t work for driving the density of the fuzz.

But you can drive the density with a texture that is pure white and has an alpha channel. So for shoes, I would use a poly painter and draw the clipping areas. Now you can map that texture along the UV’s and drive the density instead of cutting polygons.


Hope that helps

CheerEO
Marco
« Last Edit: April 09, 2021, 11:45:01 pm by INNEO_MWo »

Online INNEO_MWo

  • Hero Member
  • *****
  • Posts: 1160
  • Total likes: 46
  • Senior Technical Consultant @ INNEO (Germany)
    • german KeyShot page from INNEO Solutions
Re: Curvature node on Fuzz
« Reply #5 on: April 09, 2021, 03:29:05 am »
Here's an example to my last post

Offline TGS808

Re: Curvature node on Fuzz
« Reply #6 on: April 09, 2021, 05:08:04 am »
Yes, the “white you see it, black you don’t” definitely works as using Spots in density will illustrate.

Offline Kico

Re: Curvature node on Fuzz
« Reply #7 on: April 09, 2021, 08:49:45 pm »
Yeah , every map works ( being able to generate the mask ) except Curvature